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Table of Contents
Out-of-Combat Systems
Not all power in Volaire is measured on the battlefield. Many characters contribute to the world through support, crafting, knowledge, and other non-combat skills. This page outlines all systems that function outside of direct combat, including mechanics for downtime, roleplay, crafting, and recovery.
🛠 Crafting & Production Systems
Volaire includes three primary crafting types:
| Skill | Description |
|---|---|
| Alchemy | Creates acids, elixirs, oils, and solutions with mechanical and roleplay effects. Requires access to an Alchemy Lab and uses Production Points (PP). |
| Poisoncraft | Creates poisons (ingested, contact, or gas) with damaging or disabling effects. Poisoned items must be physrepped and tagged. |
| Potion-making | Creates drinkable potions for healing, buffs, or effects like Charm or Truth. Potions may be used by anyone, but require Healing Arts to identify. |
Each system uses:
- A skill rank (1–20)
- A Lab physrep (Novice to Master tier)
- A formula: `(Skill Rank x 2) + Player Level` × Lab Multiplier
- Silver costs + submitted tags
- Recipes known must match character sheet
🧪 Note: Production occurs only at Check-In and cannot be done mid-game.
🧪 Labs and Components
| Lab Type | Multiplier |
|---|---|
| Novice Lab | × 1.5 |
| Apprentice Lab | × 2 |
| Adept Lab | × 2.5 |
| Master Lab | × 3 |
Labs must have a physical representation (physrep) and follow safety/visibility standards. Each lab supports one craft type.
⛑ Healing & First Aid
| Skill | Use |
|---|---|
| First Aid | Pauses and resets a target's Bleeding Out count. Requires a 60-second audible count. Grants 1 HP. |
| Field Surgeon | Pauses and treats Terminal status. Requires 60 seconds uninterrupted. |
| Healing Arts | Allows diagnosis of conditions and identification of potions/elixirs. |
🩹 Healing effects are mostly out-of-combat but may be performed during emergencies if allowed by a Marshal.
📚 Ritual Magic
Rituals are powerful, high-preparation spells cast using special scrolls and focus components. Rituals require:
- A designated Ritual Circle
- Appropriate scrolls and ritual props
- A Ritual Marshal present
- Complete, immersive roleplay
Rituals may grant familiars, item enhancements, protective wards, and more.
🧠 All rituals must be approved and validated before or immediately after casting.
🐾 Familiars
Magically bonded companions with passive utility effects. Familiars may:
- Enhance roleplay and character depth
- Offer narrative support (e.g. warnings, emotional links)
- Be augmented via rituals for minor resistances, visuals, or interaction support
Familiars:
- Are not combatants
- Must be accompanied by their bonded character
- Enhance, not replace, character abilities
💤 Reset Mechanic
Once per event, all players must take a Reset—a 20-minute rest period treated in-play as magical or physical recovery. During Reset:
- Casters restudy spells
- Fighters sharpen weapons
- Rogues meditate (or nap)
This is when you:
- Pull Per Day spell/skill cards
- Hydrate, snack, and regroup
- Visit Staff or Logistics if needed
Reset is mandatory and must be roleplayed. Failure to observe it may restrict spell or ability use.
🧠 “Who Goes?” / “What Do I See?”
Used to clarify unclear visuals during roleplay.
* “Who Goes?!” – An in-play shout used to prompt a character/NPC response. * “What Do I See?” – An out-of-play question requesting a visual description when costuming is abstract.
These help maintain immersion while navigating minimal representations.
🛍 Teaching & Roleplay Skills
Characters may teach skills they no longer use or even if they can’t currently perform them. This allows:
- Earning coin through lessons
- Expanding roleplay influence
- Building social or guild power
Skills such as Lore, Artisan Trades, or Bardic performance also enhance the world through storytelling, information trading, or support.
Out-of-combat time is where stories deepen, alliances form, and the craft of your character truly shines. Don’t underestimate the power of a quiet scene.